I don't dispute that levels would be dramatically different with different load outs. I don't dispute that more often than not the author gets it right as they are designing the level specifically with intent for it to play well with the given load out they have chosen.

None of that, however, changes the fact that it is irrelevant when it comes to whether or not it makes core. What is popular will make core. If that is Athena mcap2 then so be it. The author's intent does not trump what the community has deemed as the best version/weapon load out for competitive play. In that regard, the author's original intention be damned.

Jediluke wrote:I don't dispute that levels would be dramatically different with different load outs. I don't dispute that more often than not the author gets it right as they are designing the level specifically with intent for it to play well with the given load out they have chosen.

None of that, however, changes the fact that it is irrelevant when it comes to whether or not it makes core. What is popular will make core. If that is Athena mcap2 then so be it. The author's intent does not trump what the community has deemed as the best version/weapon load out for competitive play. In that regard, the author's original intention be damned.

Then we are disagreeing because we are arguing different points. I agree and support your position that it is player's choice what makes core.

I was arguing that dismissing weapon loadouts as non-critical because the community will ultimately decide is foolish because authors can influence pilots to play differently with popular alternatives.

My new map "Laplace" is a compact, 1v1 level with a few vertical elements. Standard weapons, eight homers, two smarts. Thank you all for suggestions last night; I think the new version is much improved. The map's probably finished, but I'm always open to making adjustments.

The brown and green areas, and most of the transitions, are nice. The blue area is weird and vulnerable, and while not *bad*, feels like it needs something different. I think moving the energy into a tunnel at the end of the blue area (that goes around the end of the center wall) could provide just what that space needs.

I'd also love to see this level with a modified weapon loadout. Pure power, or spread-plas-fusion, with some concs thrown in for good measure. Could be tremendously interesting...

Tight and small 1v1 map with 2 levels. There is a central dog area surrounded by varying easy to learn hallways, camping spots and a june bug hole. Primaries include 2 of all and 3 quad sets. Secondaries include 1 smart, 1 homer and 1 prox. I added an access tunnel for an escape into or out of the dog area. People seem to want small 1v1 maps so hopefully I am appealing to demand. Comments and constructive criticism encouraged. Enjoy!